- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
27 lines
1.4 KiB
XML
27 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" experimental="" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A modification that holds and executes a [SkeletonModificationStack2D].
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</brief_description>
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<description>
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This [SkeletonModification2D] holds a reference to a [SkeletonModificationStack2D], allowing you to use multiple modification stacks on a single [Skeleton2D].
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[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will only be executed if their execution mode matches the execution mode of the SkeletonModification2DStackHolder.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_held_modification_stack" qualifiers="const">
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<return type="SkeletonModificationStack2D" />
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<description>
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Returns the [SkeletonModificationStack2D] that this modification is holding.
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</description>
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</method>
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<method name="set_held_modification_stack">
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<return type="void" />
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<param index="0" name="held_modification_stack" type="SkeletonModificationStack2D" />
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<description>
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Sets the [SkeletonModificationStack2D] that this modification is holding. This modification stack will then be executed when this modification is executed.
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</description>
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</method>
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</methods>
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</class>
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